From: MIHSUPPORT Subject: mih IBS II Errata and Clarifications Vers. 1.3 Iron Bottom Sound II Errata and Clarifications Vers. 1.3 3.0 Ship Log: The Aoba has 11 Hull Boxes, not 10. The flotation letter is across from the name, not primary battery. Torpedos are numbered, an earlier version had dashes. Note: In some scenarios (#1) the Aoba would have a flag and a different VP total - see scenario #10. 6.11: The rule is correct - you do not allocate all your gunfire. Ignore dorment fires under 6.3. 6.3: When a ship sinks, it flips and becomes a wreck (not replaced) and will remain in the game, after moving the one hex forward as per the rule, for the remainder of the game. 8.9: Read „fire at each other“ - not fringe. Evasion is not noted in the rules. Basically you give up one MF and declare it. If affects your gunnery and the ability to be hit by the enemy. It is essentially „salvo chasing“. Gunnery Hit Table: The hits resulting for a decimal die roll of „1-2“ should be „1-3“ on row 3. Myoko, Haguro, Atago, and Chokai have 8“ guns, not 6“. The Japanese battlecruisers Hiei, Kongo, and Kirishima are missing an aft 14" turret worth 13 attack factors. Make the San Diego, Atlanta, and Juneau have "0" for their secondary turret and add a "3" turret to the bow and stern - replacement sheets are available form MiH for these scenarios. Gunnery Hit Table Modification to Dice Roll Table omitted a range of 12 hexes. It should read as „12-16“, not 13-16. Special Damage Table: a result of 55 is „1 Hull Hit, 1M“. Clarification, when firing at gun flashes, the ship that is being fired upon must have already fired. It is all done in the SAME turn. To mark off speed boxes you start all the way to the lower left corner and work upwards. When you get to the top of a row, you move to the bottom of the next row to the right. Thus a 6-6-5 becomes a 6-5-5, then a 5-5-5, then a 5-5-4. The Torpedo example at top of page 12 should be 44-58-57. Check (roll) each mega-hex a torpedo moves through if it hits. 8.3, ignore those values and use the values on the CRT - this is a legacy from the old IBS game. +10 is correct, if you shine your lights on another ship, that ship gets a +10 as it is blinded. Scenario 10: Savo Island is on map A. Scenario 5: Kolombangara is on map A. Clarification: Savo island has the Allied surprise rule with one too many nots - it should read, „No one may fire torpedoes in this scenario unless you see an enemy ship in the mega-hex being fires at“. This applies to both the Japanese and the Allieds. Savo Island set up: Japanese may face in direction 1 or 6. The Eastern Force enters, if dieroll alerted, between BB7-BB30. The first Mega-Hex after the hex you are are in when firing torpedoes does not have to include entire Mega-Hex - ignore individual hexes that could not be hit. Special thanks to Markus Stumptner, John Burtt and Lars Hellsten P.S. I apolgize for so much errata - I thought it would be errata free, but it does show people are playing it. Rules will be right for a IBS III with new scenarios - next year? Jack Greene Note: Replacement scenario sheets are available with a SSAE from MiH. Uli